Author Topic: FB Alpha 0.2.96.92 Release  (Read 39555 times)

Offline CaptainCPS

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Re: FB Alpha 0.2.96.92 Release
« Reply #15 on: August 12, 2008, 05:25:45 AM »
Cap - I have attached my updated files (with your changes in).

If you're going to work on PNG support you might as well have these. :)

ThanX! Ill be working on it asap, I really need to get some sleep now but when I get back I will do it ^^

PS: Cabinets are uploading now, so soon they will be accessible from FBA download ^^

EDIT: btw, I finally simplified the 'bReset' back to the 'UpdatePreview()' parameters like it should be, it fixed a small bug that displayed the downloading image when you opened the Game Selection dialog and waited like 3 seconds.

SeeYaa!
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Offline pmc2

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Re: FB Alpha 0.2.96.92 Release
« Reply #16 on: August 12, 2008, 05:44:16 AM »
Hi CAP, Trebble and all,

I have two suggestions:

1/ Would it be possible to add a new filter in FBA that would hide CPS3-Extracted games if we don't need them ? I see no other solution to do it with non-mame games.
 
2/ Would it be possible to add some kind of feature for the pictures of each game so it would be possible to display the title, then the preview, and other pictures associated to the game easily ?

Also, emufrance will soon provide your pictures packs for download to lower the bandwidth usage of your web site.
However, I think that the best would be to provide the pictures packs only in private to a group of people which will make them available on their web sites first to avoid mass downloading from your web servers.

Best regards

Offline Barry Harris

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Re: FB Alpha 0.2.96.92 Release
« Reply #17 on: August 12, 2008, 06:14:01 AM »
Hi CAP, Trebble and all,

I have two suggestions:

1/ Would it be possible to add a new filter in FBA that would hide CPS3-Extracted games if we don't need them ? I see no other solution to do it with non-mame games.
 
2/ Would it be possible to add some kind of feature for the pictures of each game so it would be possible to display the title, then the preview, and other pictures associated to the game easily ?

Also, emufrance will soon provide your pictures packs for download to lower the bandwidth usage of your web site.
However, I think that the best would be to provide the pictures packs only in private to a group of people which will make them available on their web sites first to avoid mass downloading from your web servers.

Best regards


1. For the CHD sets I'm going to mark them as hacks as that's basically what they are. That means they can be filtered out.

2. The game info dialog does this. I'm not sure what other way it could be done without over-complicating things.

Thanks for the bandwidth donation. :) We need to either look at allowing the user to choose their desired mirror or some kind of demand distribution system. I honestly don't mind which and I think the mirror system might be the way to go.
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Offline jens.l

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Re: FB Alpha 0.2.96.92 Release
« Reply #18 on: August 12, 2008, 06:49:21 AM »
I am not sure If I understand this all right here , but is it maybe possible to make a google web account like FBA@googlemail.com or using picassa to share the pictures ?

Offline pmc2

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Re: FB Alpha 0.2.96.92 Release
« Reply #19 on: August 12, 2008, 06:52:34 AM »
1. For the CHD sets I'm going to mark them as hacks as that's basically what they are. That means they can be filtered out.

Ok but if you put them as a hack, the others hacks will not be visible either,
is really not it possible to make one another category for CPS3 games (kind CPS-3_Hack), this would be really nice and more accurate!

Thanks

Offline CaptainCPS

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Re: FB Alpha 0.2.96.92 Release
« Reply #20 on: August 12, 2008, 07:32:50 AM »
I am not sure If I understand this all right here , but is it maybe possible to make a google web account like FBA@googlemail.com or using picassa to share the pictures ?

The method used is very different to an account like that, FBA needs the actual location of the files on the net, an email would not work with this kind of feature

SeeYaa!
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Offline CaptainCPS

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Re: FB Alpha 0.2.96.92 Release
« Reply #21 on: August 12, 2008, 08:25:25 AM »
Hey Barry I was just wondering how are you using "nNeoSlotDrvNum" , because i had to declare the "unsigned int nNeoSlotDrvNum[6];" to be able to compile, but I just have curiosity on how are you using it, I imagine that array is handled somewhere in scrn.cpp? or isnt implemented yet?

SeeYaa!
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Offline Barry Harris

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Re: FB Alpha 0.2.96.92 Release
« Reply #22 on: August 12, 2008, 08:33:18 AM »
Oops, forgot about that. It's in neo_run.cpp and burn.h.

burn.h
Code: [Select]
#define MAX_NEO_SLOTS 6
extern unsigned int nNeoSlotDrvNum[MAX_NEO_SLOTS];

neo_run.cpp
Code: [Select]
unsigned int nNeoSlotDrvNum[MAX_NEO_SLOTS];
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Offline CaptainCPS

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Re: FB Alpha 0.2.96.92 Release
« Reply #23 on: August 12, 2008, 08:57:28 AM »
ThanX! ^^... I imported something i had from when I was working with NeoGeo CD  :biggrin:

with this you can call the neogeo cartridge module (from a menu item) without going to Game selection dialog first ^^

Code: [Select]
// Compact driver loading module
int BurnLoadDriver(TCHAR *szDriverName)
{

for (unsigned int i = 0; i < nBurnDrvCount; i++)
{
nBurnDrvSelect = i;
if (!(_tcscmp(BurnDrvGetText(DRV_NAME), szDriverName))) {
break;
}
}

// If not in range, return error
if(nBurnDrvSelect >= nBurnDrvCount) return 1;

if (nBurnDrvSelect >= 0)
{
#if defined (INCLUDE_NEOGEO_MULTISLOT)
if (!strcmp(BurnDrvGetText(DRV_NAME), _T("neogeo"))) {
DrvExit();
NeogeoSlotSelectCreate(hScrnWnd);
MenuEnableItems();
bAltPause = 0;
AudSoundPlay(); // Restart sound
bLoading = 0;
} else {
DrvExit();
DrvInit(nBurnDrvSelect, true); // Init the game driver
MenuEnableItems();
bAltPause = 0;
AudSoundPlay(); // Restart sound
bLoading = 0;
UpdatePreviousGameList();
if (bVidAutoSwitchFull) {
nVidFullscreen = 1;
POST_INITIALISE_MESSAGE;
}
}
#else
DrvExit();
DrvInit(nBurnDrvSelect, true); // Init the game driver
MenuEnableItems();
bAltPause = 0;
AudSoundPlay(); // Restart sound
bLoading = 0;
UpdatePreviousGameList();
if (bVidAutoSwitchFull) {
nVidFullscreen = 1;
POST_INITIALISE_MESSAGE;
}
#endif
return 0; // Game initiated successfully
}
return 1; // error
}

that function goes in "scrn.cpp" before "OnCommand()" module...

You just have to specify the driver name when calling the function and it should do the job  :biggrin:

I'll post the updated files as soon as i finish them  ;p

SeeYaa!
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Offline CaptainCPS

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Re: FB Alpha 0.2.96.92 Release
« Reply #24 on: August 12, 2008, 09:23:33 AM »
Done testing the loading function and its ready to go ^^ , check the attachment...

now it is as simple as ...

Code: [Select]
case MENU_MVS_LOAD:
{
BurnLoadDriver(_T("neogeo"));
break;
}

I moved this variable to the top of 'scrn.cpp' to make it more accessible...

static bool bLoading = 0;

and these are the new things in 'resource.h' ...

#define MENU_MVS_LOAD               20301

and 'app.rc'

MENUITEM "Load NeoGeo MVS Cartridges...",      MENU_MVS_LOAD

That function may be useful for the slots or some other driver launching needs, I dont know  :p

EDIT: Im gonna work now with the title image previews stuff in the new dialog so more news as soon as I get something working  ;p

SeeYaa!
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Offline CaptainCPS

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Re: FB Alpha 0.2.96.92 Release
« Reply #25 on: August 12, 2008, 10:50:27 AM »
I did it Barry! I made a new compact function in 'ngslotd.cpp' that uses LoadPNG() to handle the title images...check attachment!

I will attach the cpp as I have it right now so you can take a look at the new things ^^, to update titles images its very easy and clean

Hope you like my work and that it become helpful  :smilie:

EDIT: I still have to implement the download image code to that  :p, but it should be easy right now

SeeYaa!
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Offline Barry Harris

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Re: FB Alpha 0.2.96.92 Release
« Reply #26 on: August 12, 2008, 11:14:44 AM »
Cool - all appears good. I'll finish off the dialog then start looking at the actual multi-slot support.
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Offline CaptainCPS

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Re: FB Alpha 0.2.96.92 Release
« Reply #27 on: August 12, 2008, 11:15:57 AM »
Implemented download of images finally!

get the latest cpp from the attachment ^^

SeeYaa!
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Offline CaptainCPS

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Re: FB Alpha 0.2.96.92 Release
« Reply #28 on: August 12, 2008, 12:23:28 PM »
Hey Barry I added the option to enable or disable download of support images, I will not post the files because its very easy to add..I will post the code for copy paste  :smilie:, that way you dont have to search all over for some lines of code ^^

filedl.cpp

Code: [Select]
bool bEnableFileDL = false;
this part goest inside the main function "FileDownload()" at the begining...

Code: [Select]
if(bEnableFileDL == false) return 0;
burner_win32.h

Code: [Select]
extern bool bEnableFileDL;
app.rc

Code: [Select]
   MENUITEM "Enable download of support images", MENU_ENABLE_FILEDL
scrn.cpp

Code: [Select]
case MENU_ENABLE_FILEDL:
if (!bEnableFileDL) {
bEnableFileDL = true;
} else {
bEnableFileDL = false;
}
break;

resource.h

Code: [Select]
#define MENU_ENABLE_FILEDL 20302
menu.cpp

Code: [Select]
CheckMenuItem(hMenu, MENU_ENABLE_FILEDL, bEnableFileDL ? MF_CHECKED : MF_UNCHECKED);
cona.cpp

Code: [Select]
VAR(bEnableFileDL);
Code: [Select]
_ftprintf(h, _T("\n// If non-zero, enable the download of support images. \n"));
VAR(bEnableFileDL);

SeeYaa!
 :biggrin:

Offline Barry Harris

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Re: FB Alpha 0.2.96.92 Release
« Reply #29 on: August 12, 2008, 04:44:21 PM »
Hi Cap,

Thanks for your help.

I have pretty much finished the dialog and added an option to the menus to enable/disable the auto download function. I've done a few other tidy ups as well.

See your PMs for some more info. :)
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